Namespace Physics Module
Classes
Representation of the car vehicle that uses wheels. Built on top of the RigidBody with collider representing its chassis shape and wheels. |
Physical simulation actor for ropes, chains and cables represented by a spline. |
A collider represented by an arbitrary mesh that goes over the spline. |
Physics joint that removes all translational degrees of freedom but allows all rotational degrees of freedom. Essentially this ensures that the anchor points of the two bodies are always coincident. Bodies are allowed to rotate around the anchor points, and their rotation can be limited by an elliptical cone. |
A sphere-shaped primitive collider. |
Physics joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis. |
Physics simulation driven object. |
Physics simulation settings container. |
Physical simulation scene. |
A base class for all physical collider actors. |
Interface for the physical simulation backend implementation. |
Physics simulation system. |
Physical materials are used to define the response of a physical object when interacting dynamically with the world. |
A collider represented by an arbitrary mesh. |
A base class for all Joint types. Joints constrain how two rigidbodies move relative to one another (for example a door hinge). One of the bodies in the joint must always be movable (non-kinematic and non-static). Joint constraint is created between the parent physic actor (rigidbody, character controller, etc.) and the specified target actor.
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A base interface for all physical actors types/owners that can responds on transformation changed event. |
Physics joint that removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge). |
Physics joint that maintains a fixed distance and orientation between its two attached bodies. |
Physics joint that maintains an upper or lower (or both) bound on the distance between two bodies. |
Physics joint that is the most customizable type of joint. This joint type can be used to create all other built-in joint types, and to design your own custom ones, but is less intuitive to use. Allows a specification of a linear constraint (for example for a slider), twist constraint (rotating around X) and swing constraint (rotating around Y and Z). It also allows you to constrain limits to only specific axes or completely lock specific axes. |
Represents a physics mesh that can be used with a MeshCollider. Physics mesh can be a generic triangle mesh or a convex mesh. |
Physical collision data cooking tools. Allows to bake heightfield, convex and triangle mesh colliders data. |
A base class for all colliders. |
Physical simulation actor for cloth objects made of vertices that are simulated as cloth particles with physical properties, forces, and constraints to affect cloth behavior. |
Physical objects that allows to easily do player movement constrained by collisions without having to deal with a rigidbody. |
A capsule-shaped primitive collider. Capsules are cylinders with a half-sphere at each end centered at the origin and extending along the X axis, and two hemispherical ends.
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A box-shaped primitive collider. |
Structs
Controls spring parameters for a physics joint limits. If a limit is soft (body bounces back due to restitution when the limit is reached) the spring will pull the body back towards the limit using the specified parameters. |
Raycast hit result data. |
Physics simulation statistics container for profiler. |
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Represents a joint limit between two distance values. Lower value must be less than the upper value. |
Represents a joint limit between zero a single distance value. |
Represents a joint limit that constraints movement to within an elliptical cone. |
Represents a joint limit between two angles. |
Properties of a drive that drives the joint's angular velocity towards a particular value. |
Specifies parameters for a drive that will attempt to move the joint bodies to the specified drive position and velocity. |
Contains a contact point data for the collision location. |
Physics collision shape variant for different shapes such as box, sphere, capsule. |
The collision data asset cooking options. |
Contains a collision information passed to the OnCollisionEnter/OnCollisionExit events. |
Enums
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